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authorJulien Duroure <julien.duroure@gmail.com>2022-07-06 10:23:43 +0300
committerJulien Duroure <julien.duroure@gmail.com>2022-07-06 10:23:43 +0300
commit09d752e8453415daff11e94f87d8692a04b4eeff (patch)
tree59a2dfc9f87fc66f649a58aaff16bd13c63f2378
parent4bf15a06f3349a94dce06f6ed8691ed103862a10 (diff)
glTF exporter: export all actions of a single armature is now under an export option
-rwxr-xr-xio_scene_gltf2/__init__.py14
-rwxr-xr-xio_scene_gltf2/blender/exp/gltf2_blender_gather_animations.py29
2 files changed, 28 insertions, 15 deletions
diff --git a/io_scene_gltf2/__init__.py b/io_scene_gltf2/__init__.py
index 39763f8d..bf23d017 100755
--- a/io_scene_gltf2/__init__.py
+++ b/io_scene_gltf2/__init__.py
@@ -4,7 +4,7 @@
bl_info = {
'name': 'glTF 2.0 format',
'author': 'Julien Duroure, Scurest, Norbert Nopper, Urs Hanselmann, Moritz Becher, Benjamin Schmithüsen, Jim Eckerlein, and many external contributors',
- "version": (3, 3, 11),
+ "version": (3, 3, 12),
'blender': (3, 3, 0),
'location': 'File > Import-Export',
'description': 'Import-Export as glTF 2.0',
@@ -395,6 +395,15 @@ class ExportGLTF2_Base:
default=False
)
+ export_anim_single_armature: BoolProperty(
+ name='Export all Armature Actions',
+ description=(
+ "Export all actions of a single armature. "
+ "WARNING: works only if you exports a single armature"
+ ),
+ default=True
+ )
+
export_current_frame: BoolProperty(
name='Use Current Frame',
description='Export the scene in the current animation frame',
@@ -577,11 +586,13 @@ class ExportGLTF2_Base:
export_settings['gltf_nla_strips'] = self.export_nla_strips
export_settings['gltf_nla_strips_merged_animation_name'] = self.export_nla_strips_merged_animation_name
export_settings['gltf_optimize_animation'] = self.optimize_animation_size
+ export_settings['gltf_export_anim_single_armature'] = self.export_anim_single_armature
else:
export_settings['gltf_frame_range'] = False
export_settings['gltf_move_keyframes'] = False
export_settings['gltf_force_sampling'] = False
export_settings['gltf_optimize_animation'] = False
+ export_settings['gltf_export_anim_single_armature'] = False
export_settings['gltf_skins'] = self.export_skins
if self.export_skins:
export_settings['gltf_all_vertex_influences'] = self.export_all_influences
@@ -874,6 +885,7 @@ class GLTF_PT_export_animation_export(bpy.types.Panel):
if operator.export_nla_strips is False:
layout.prop(operator, 'export_nla_strips_merged_animation_name')
layout.prop(operator, 'optimize_animation_size')
+ layout.prop(operator, 'export_anim_single_armature')
class GLTF_PT_export_animation_shapekeys(bpy.types.Panel):
diff --git a/io_scene_gltf2/blender/exp/gltf2_blender_gather_animations.py b/io_scene_gltf2/blender/exp/gltf2_blender_gather_animations.py
index a3a7a4c2..2d579d5b 100755
--- a/io_scene_gltf2/blender/exp/gltf2_blender_gather_animations.py
+++ b/io_scene_gltf2/blender/exp/gltf2_blender_gather_animations.py
@@ -319,20 +319,21 @@ def __get_blender_actions(blender_object: bpy.types.Object,
action_on_type[strip.action.name] = "SHAPEKEY"
# If there are only 1 armature, include all animations, even if not in NLA
- if blender_object.type == "ARMATURE":
- if len(export_settings['vtree'].get_all_node_of_type(VExportNode.ARMATURE)) == 1:
- # Keep all actions on objects (no Shapekey animation)
- for act in [a for a in bpy.data.actions if a.id_root == "OBJECT"]:
- # We need to check this is an armature action
- # Checking that at least 1 bone is animated
- if not __is_armature_action(act):
- continue
- # Check if this action is already taken into account
- if act.name in blender_tracks.keys():
- continue
- blender_actions.append(act)
- blender_tracks[act.name] = None
- action_on_type[act.name] = "OBJECT"
+ if export_settings['gltf_export_anim_single_armature'] is True:
+ if blender_object.type == "ARMATURE":
+ if len(export_settings['vtree'].get_all_node_of_type(VExportNode.ARMATURE)) == 1:
+ # Keep all actions on objects (no Shapekey animation)
+ for act in [a for a in bpy.data.actions if a.id_root == "OBJECT"]:
+ # We need to check this is an armature action
+ # Checking that at least 1 bone is animated
+ if not __is_armature_action(act):
+ continue
+ # Check if this action is already taken into account
+ if act.name in blender_tracks.keys():
+ continue
+ blender_actions.append(act)
+ blender_tracks[act.name] = None
+ action_on_type[act.name] = "OBJECT"
export_user_extensions('gather_actions_hook', export_settings, blender_object, blender_actions, blender_tracks, action_on_type)